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  1. I don't think the aircraft will return in subsequent battles. You have to add them as reinforcements in each battle. Of course targeting is not random- aircraft usually attack the enemy rather than friendlies.
  2. You have to ask how many HE shells the Sherman 75 got to fire at Axis positions before encountering the better German guns. Could be a considerable number on average, plus the Sherman was used as indirect fire at times (especially in Italy I think) and then there is the entire Pacific theatre, where the gun was probably fine for fighting Japanese targets.
  3. If I remember correctly, the book 'Tank Rider' by Bessonov describes an encounter in a town with a couple of 251/16's, which get knocked out before they can use their flame.
  4. Sharpshooters will use their pistols even when they're unspotted, if the enemy is close enough. It once took me about three turns to spot a sharpshooter whose pistol fire was pinning a unit of mine in a forest. Like an invisible man with a pistol.
  5. This was a case of necessity (a lack of alternatives) being the mother of invention. Based on his location, the IS-2 was unlikely to get LOS to any other HE targets for the rest of the game, so I was willing to use up the HE shells. And concentrated in the target area was the enemy's last functional offensive force, about to launch an attack. True, Joe, the severe limits of communication between radioless units are not shown in the game. I note that an on-board gun will never get a treeburst, no matter how far the shell passes through trees. I guess I shouldn't be surprised the IS-2 shoots so flat, as it is has a gun similar to modern MBT's in bore and length. Thanks for your comments, all.
  6. Don't know if this has been discussed before, and some people may disapprove, but here goes: In a recent CMBB game I got an IS-2 to do what is virtually indirect fire. I targeted a hilltop in the expectation that some of the shells would overshoot the hill and come down in a certain enemy-occupied area. The key, I think, is to target the most distant point possible on the hilltop. The IS-2 fired three shells from about 600 meters away. Two hit the hilltop and exploded uselessly. One passed over the hill, travelled about 80 meters, through some trees, and hit a small house. The 122mm shell destroyed the house, knocked out one halftrack, killed the gunner of another, and likely did other damage to Panzergrenadiers trying to assemble in the area. (Some of my infantry could see into this area, but I was unable to get an HE shooter within LOS of it.) Some might say this kind of shooting requires a level of command and control not available in real life in 1944. Maybe so. But it's not too hard to imagine a quick radio exchange like the following- Soviet commander: 'Heavy tank platoon! There is a mass of German light armor in the lower end of the village! Destroy them immediately!' Tank platoon leader: 'I'm still in the valley and I can't see $#!* in the village!' Commander: 'Listen, they're near the trees just west of the double column of smoke. Fire as far into the village as you can and let's see what happens!' The technique depends upon estimating the trajectory of the shell, the steepness of the reverse slope, and upon luck. The big shell from the IS-2, for example, flies surprisingly flat for a long way. If no hill is available, you could try firing (lower velocity guns) at the very edge of a 2 story building whose ground floor is not in your LOS. Some shells should fly past the building.
  7. Sometimes you have to 'manage' a Tiger rather than kill it. Penetrations by 6pdr, for example, even non-damaging ones, can intimidate the player and cause him to withdraw. If he bought Tigers, he had to skimp in other areas. Apply pressure everywhere the Tiger's aren't. Create a situation where he's worried about losing the Tiger to an inexpensive unit. Fire arty smoke on him to make the Tiger irrelevant at critical moments. I have won a couple of games where the enemy Tiger survived but all other German units were smashed. That's good enough for me.
  8. Here I am the first to post on this remodeled forum. Is anyone out there interested in a BPEM game? I can do about five to eight turns per week, roughly. My computer can handle large maps, but not huge. I don't like settings with medium or deep snow. Apart from the above, I'm up for anything.
  9. Thanks for the amtrak info! Here's a bit of footage on youtube you might be interested in, if you haven't seen it already. The second half of the clip is a propaganda piece about the M10 showing the crew loading and firing during training. Pretty neat I think.
  10. Lots of great photos on the site. Nice to see the amphibious vehicles. By the way, Harry, do your books cover the use of amtraks in the ETO? I've seen a few photos of their use in Holland, and wondered how many units actually had them.
  11. The notion of early war crack Soviet armor platoons would be fictional, I think, though it might make a fun game. I have tried to make small scenarios intended to give early war Sov tanks a chance against German armor, but they just seem to disintegrate as soon as the shells start flying. Maybe consider a matchup that is unbalanced in numbers, or with Russians defending in terrain where they can ambush.
  12. The AI is definitely better at defense than attack. In particular it is not intelligent enough to move its infantry properly. If the terrain is hilly or dense enough, you don't need a big overall advantage in points to attack successfully- you only need to outnumber the defenders in a chosen area, then turn and do it again in another area. If the map is flat and open then things are harder, of course, but you can try using smoke barrages to isolate certain areas. Certain units don't lose much value when they're green- artillery spotters, guns or SP guns firing mainly HE, MG's intended to fire from long range. Basically units who are mostly expected to merely pull a trigger. The best is a carefully chosen mix of green and high quality troops. For example, in a meeting engagement, I once used a green infantry battalion to cover and hold territory while a veteran company acted as the spearhead- and the green troops ended up doing the most damage to the enemy. Of course battalions often come with added goodies like arty and heavy weapons companies. Certain types of units are really best selected as veteran or better- units that have to react quickly, shoot accurately and 'do things right or not at all'- like Hetzers for example.
  13. About taking out the TC of an unbuttoned tank with a main gun- I can't ever recall seeing that happen. At least not with AP rounds.
  14. Umlaut- These are great creative ideas! I tried to make a similar telephone pole mod once, but it produced poles of two very different sizes, which looked terrible. How did you avoid that? I think I had replaced one of the tree bmp's with a pole image. The huge craters as rubble is an excellent idea! How about a version of rough terrain, with its vertical doodads, as thick urban rubble? It would have an advantage over regular rubble in that guns could be emplaced in it. I tried to make one once but I couldn't produce a look that I liked. Cheers!
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